Declaring war seems extremely counter-productive for the benefits it provides...
Chronicle
Chatroom
Welcome To EnduwinGather round, weary travellers and hear the tale of a land called Enduwin. Aeons old and full of power, Enduwin is a land worth telling of.
Long ago, before the first fires of man or elf, Enduwin itself was ignited. From nothing, sparked something. A vast sprawling plain of land surrounded on all sides by nothingness, still. In the centre of nothingness, creation had been created.
In the beginning, the land was small. Enduwin was ne'er more than a patch of rolling plains adrift in the void. Yet, Enduwin had more than just a physical identity. Most of what Enduwin was took a far more concentrated from. Nine great beings walked on Enduwin in the time before time, each a part of the world itself. These nine Gods were the true identity of Enduwin for each contained an equal part of the world's essence.
In their youth, these deities were happy to frolic on Enduwin and experiment with the great sway they held over the land. They learned what they could accomplish and sought knowledge from each other, forming bonds and discovering the nature of their existence and their bond to the land. Each learned that by committing a part of themselves to the land, that the land grew, it evolved and become more exuberant and diverse.
Farriga was the first to ascend, discontent with the void of of nothingness' constant encroachment on their everlasting joy of existence. Farriga was a headstrong creature, a powerful mother figure among the first nine. She committed herself to protecting Enduwin and began to transfer her essence to it's borders and protect it. Great swathes of ocean were born with each piece of herself that Farriga gave. Thus, the Encircling Ocean was formed, forever to protect Enduwin from the void.
The other Deities knew that Farriga would soon give up all that remained of herself and nothing could keep her on Enduwin. Only at the depths of their search for something to save their beloved mother, did Solas and Dúv have the inspiration necessary. They concluded to build a new plane of existence, separate to Enduwin and allow Farrige to live on there after she had committed herself to Enduwin. The brothers disagreed on it's construction and set about creating it before each other. The result was two new planes, Neyav, created as a beacon of light by Solas, and Ifreann, a land of silence and shadow created by Dúv. Both believed their creation to be the best place for their mother.
The others, however, believed Neyav was most suitable and this is where Farriga was sent as she passed from Enduwin. Dúv accepted the decision but, became isolated and distant from his siblings.
Now safer than ever, the deities began to really test their power. Trayig was the next to leave this plane of existence as he gave himself to the land. He had had a brilliant idea, but would not have been able to undertake the task himself. Naduir, his sweet sister, promised to experiment with his idea after his passing. Trayig's commitment to the land left behind vast tracks of sand and earth. From this divine land, Naduir moulded the first animal and breathed life into. Nature had been born.
The others immediately became interested in this new creation, this fascinating thing which reacted so vividly to their actions. All began shaping creatures from Trayig's precious remains, and Naduir birthed them all with life. Dúv was the only one who didn't create, he only destroyed. Dúv thought it was a disrespect, these creatures shouldn't walk the land created for them or the land created by them. No amount of cohersion or testimony could convince the darkest god otherwise.
The others become aware that passing on to Neyav and observing life would be best. From their they could watch and learn, and be together, with all their former power. It was agreed that each of the seven who remained would create as many types of life as they could before they would pass on, by committing themselves to Enduwin. Dúv refused to create but received another request from the others instead. They asked their brother, as a way of reparation, to allow life that passed from Enduwin to move onto Ifreann. Dúv was delighted, this life would pass, it would finally give his Ifreann a purpose and leave Enduwin free and pure.
Deceit is not something that is synonyms with deities but the others had lied to Dúv. They had not informed him that Naduir's passing would commit her gift to Enduwin itself and that life would now create life.
Jungles, forests, tundras, mountains and volcanoes. Enduwin had doubled in size time and time again with each passing of the first nine. Only Dúv remained. He remained to oversee the fall of life. However, it was not long before the treachery of this siblings was discovered. Life was being created anew constantly, and Ifreaan didn't house the passed dead, it housed those not deemed honourable enough to join his siblings in Neyav. Dúv was furious, he had been betrayed deeper than he though imaginable and life was going to pay for it.
Rage. Chaos. Destruction. They all rained down upon Enduwin and it's inhabitants. Distraught, the others knew Dúv would render Enduwin a wasteland as long is it meant it was empty. Something has to be done, and it was, for the second time, Farriga, who saved Enduwin from ensuing demise. Farriga passed from Neyav into the void. It was not possible to construct another plain, and Farriga knew this. She left herself to the vast nothingness in order to allow her children to temporarily transit back to Enduwin.
Without haste Dúv's siblings apprehended him and locked him away. They couldn't force him to commit himself to Enduwin and so they constructed a prison in Ifreann for him where he would dwell for all eternity. Built from a portion of all their essences, Dúv could never escape.
Content, the others returned to Neyav, leaving Enduwin for the last time.
Life was free to develop, evolve and prosper.
Basic Concepts:•This is and Advanced Nation Roleplay
•The game takes place long after the origin of Enduwin.
•Intelligent life is abundant.
•Magic was left by most Gods, but not all. Consult the Diety list.
•Magic is rare in Enduwin, only about one in a thousand possess any potential.
•A trait system will be utilised.
•A by post production cycle will also be used.
•Production will be able to be spent in 3 Areas: Military, Economy and Magic&Religion
•Traits may increase production in specific areas or all three; these will of course be relative and
dictated by me.
•All Nations will have 3 Resources; Army, Gold and Status.
•Each Resource corresponds to a Production option.
•As well as this all 3 Resources can be used/depleted and gained through IC actions.
•A fourth special resource exists. These are Ppoints. You get three each turn and each action costs at 1 Ppoint. Unit construction can cost several meaning several turns of production. They are not kept between turns if spent and you will only get 3 a turn. At the moment only certain unit production costs more than 1Ppoint. Every other action is 1Ppoint. This will likely be expanded upon in the future.
•Alliances can increase or decrease Status, as can breaking them.
•The Army(s) are used for warfare and expeditions, trade routes etc and all of these actions will expend your men.
•Gold is used for the other productions. Every civilization will be given a starting cache and it is up to them to either trade to get, sell their produce or invest in exploration and/or conquering.
•The higher your status, the more your trade routes get you, the more likely others are to ally with you, and the quicker you will discover magical advances.
Army:
Units~
Nation Leader:
Description: It is rare to see the king or elected official of a state on the battlefield. If you see one, then you must be knocking at your enemies gates or else he is knocking at yours. The leader is accompanied by only the most elite warriors
Class: Leader
Deployment Time: 3 Turns, 2 to deploy, Action begins on 3 Turn.
Production Cost: 20 Ppoints and 3000Gs. You may only have one at a time.
General:
Description: A man who leads, is a one worth following. Nothing musters the troops better than a general fighting alongside them. A general goes to war with hand picked elite soldiers at his side.
Class: Leader
Deployment Time: 3
Production Cost: 7 Ppoints and 1200Gs.
Champion:
Description: A proven warrior, the champion is the vanguard of your forces. He is a mighty warrior himself and a great morale boost to the men. A small contingent of friends accompany him into battle.
Class: Leader
Production Cost: 4Ppoints and 700Gs
Heavy Cavalry:
Description: At one with their mounts, heavy cavalry are a vital tactical unit on the battlefield. Smashing enemy lines will shatter morale.
Class: Heavy
Deployment Time: 3
Production Cost: 3Ppoints and 450Gs
Halberdmen:
Description: The ultimate in anti-cavalry, these units are quite effective against assault/ infanty units also, making them a good all round unit, but with a disadvantage against Mages.
Class: Heavy
Deployment Time: 3
Production Cost: 3
Heavy Infantry:
Description: Typically comprised of Knights or comparable warrios, these are the most heavily armed and armoured soldiers in your forces.
Class: Heavy
Deployment Time: 3
Production Cost: 3Ppoints 400Gs
Pikemen:
Description: The perfect counter to lighter cavalry, these units fair worse against other types.
Class: Medium
Deployment Time: 2
Production Cost: 2Ppoints and 300Gs
Battlemages:
Description: Fierce magic wielders who unleash their wrath on your foes.*
Class: Medium
Deployment Time: 2
Production Cost: 2Ppoints and 300Gs
Light Cavalry
Description: More lightly armoured and vulnerable than their heavy counterpart, light cavalry make up for it in speed and still pack quite a deal of penetrating power.
Class: Medium
Deployment Time: 2
Production Cost: 2Ppoints and 300Gs
Mounted Archers:
Description: A deadly combination of range and mobility, these are among the most skilled units on a battlefield.
Class: Medium
Deployment Time: 2
Production Cost: 2Ppoints and 300Gs
Archers:
Description: Traditional ranged combat is still valid in the face of magical assault.*
Class: Light
Deployment Time: 2
Production Cost: 1Ppoint and 150Gs
Spearmen:
Description: The little brother of the Pikemen.
Class: Light
Deployment Time: 1
Production Cost: 1 Ppoint and 150Gs
Spellswords:
Description: Not mages themselves, these are warriors gifted with enchanted equipment.
Class: Light
Deployment Time: 1
Production Cost: 1 Ppoint and 150Gs
Infantry:
Description: The bulk of any force, conscripted during times or war, or those desperate enough to join in times of peace.
Class: Light
Deployment Time: 1
Production Cost: 1Ppoint 100Gs.
Actions~
Produce Units: See above.
Deploy Units: See above.
Expeditionary Force: Costs 100Gs. Send forth 5 units of infantry to explore uncharted territory. 33% chance of finding resources, 33% chance to found a new settlement in a suitable location which produces 10Gs of tax a turn, and 33% to be attacked by raiders/bandits/pirates. Lose one unit to gather resource, lose two to found new settlement and lose all five to an assault. (looking into make this last one an actual battle instead)
Send Diplomatic Mission: Both sides must send one in order to negotiate any allegiance, or*alliance. Costs 150Gs each and only lasts two turns. If an agreement isn't reached within two turns, talks must be renewed for 100Gs each, per turn. If either side doesn't pay talks will break down. For the sake of realism, please don't agree this beforehand via PM etc.
Raiding Party: Launch a raid on another player. Earn between 10G and 200G which will be subtracted from your enemy's funds. Uses up 1 Heavy OR 1 medium AND 1 Light units of your choice.
Declare War: Necessary from at least one side if combat between players is desired. Costs 1Ppoint to begin and 100Gs every turn for all players involved. Reduces status by 30 and can cause the loss of any number of units. Each turn you are at war you have a 50% chance to pillage between 50G and 250G in funds
Truce: Acts as the Diplomatic mission action for one side while engaged in war. Can only be declared by aggressor unless war is mutual.
Forge War Agreement: Both sides must aide the other during wartime at their own expense. Costs 1Ppoint and 150Cs from both sides to form.
Wealth and Economy
Wealth~
Even in the ancient land of Enduwin, nations are nothing without money to fuel their endeavours. Even the mightiest will fall with out enough wealth behind them. A solvent flow is of the utmost importance.
Economy Actions~
Open Trade Route: This declares you wish to open a trade route of mutual benefit. If only one other player chooses this on a given turn, unless at war with each other or if the either player has negative status, then a route will automatically be opened between these two. If multiple instances occure players may choose who to open a route with. If nobody else chooses this option on a turn, then you will be 'pending' and the route will be pushed to the 2nd subsequent turn. Costs 1Ppoint and either 1 Medium unit or 5 light units. and rewards a base of 40Gs every turn to both players. Limited to 1 per pair. I.e. you can only have one route open with each other nation. If there are 6 other players you can have a max of 6 open routes.
Private Trade Route: Can only be opened by players in 'economic pacts' or full alliances. Offers 80Gs every turn but with an intial cost of 1Ppoint, 2 Heavy Units and 600Gs. Limited to four per player regardless of number of players in the Economic Pact.
Capitilist Venture:Costs 1Ppoint and any sum the player wishes. 50% chance of earning a multiple between 1-3 times the amount invested and 50% chance of loosing half the investment.
Centralisation:Costs 1Ppoint and reduces Status by 10 but rewards 120 Gs.
Form 'Economic Pact': Initialized by 2 players but more may request to join. Allows private trade routes but requires all members to assist any other member who goes bankrupt. Costs 1Ppoint each and 250 Gs to be divided however participants see fit.
Magic&Religion And Status
Status~
So several times you've heard of this thing called 'Status'. What is it i hear you ask? Well it's what it says on the tin; what other civilizations think of yours. Now, oh great and wise Darkmatter, why should I care? Well, as well as representing other peoples' sentiment towards you, it also has a very valuable game usage. At 100 Status your civilization will get an extra Trait!*
So how do you accrue this status? Through investing in Magic&Religion of course. Be warned, you can lose Status too. Some of the ways you can have been listed above but there are other ways too, but more on that later.
Magic&Religion Actions~
Magical Advancement: Discovering a new wonder is a great way to raise status, but is costly; 1 Ppoint and 200 Gs rewards +10 Status.
Magical Disintegration: Waste not want not. Especially when you're wasting a expensive war equipment. Destroy any unit in your Army and receive 70% of its production cost in Cs
Magiteck: Investing in research into magic can offer exciting new advances. 10% chance to discover a 'Great Advancement'
Religious Symbol: The word of the first nine must be spread. Having a Beloved Preacher in your civilization boosts your status but these people are high maintenance; 1 Ppoint initial cost and 200Gs every turn per Idol. Each Idol rewards 15 Status per turn. Limited to 4.
Religious Propaganda:
Event stronger than a single symbol is instilling a deep belief in your people. +5 status when you found a new settlement.
Alliance:Can only be formed by players with Status +/- 25 of each other. Costs both 1Ppoint and 200 Gs. Only forged during a Diplomatic mission. Both playes Status are added together, halved and then a one tenth of that result is added to each players Status. Automatically activates, Economic Pact and War Agreement as outlined above.
Traits:These are the defining characteristics of your nation. Each player may choose 3 and they fall under, you guessed it, 3 categories.
Military And Army Traits
Brutality: When the means justify the end, the means are often, unpleasant. The player starts with a -10 Status but gains an extra 10 Status after every succesfull conflict by instilling fear into the enemy
Pacifism: "There are many causes worth dying for. There is not a single cause worth killing for."
Start the game with 10 Status but you cannot declare war.
Industrious: Once every 5 turns a Heavy Unit may be built with no Ppoint cost.
Raiders: The reward bracket for a raiding party is increased to 100Gs-250Gs
Attritional Warfare Speialists:
The cost of Infantry Units are halved.
Tactful Diplomats: "He who has learned to disagree without being disagreeable has learned the most valuable secret of a diplomat." You do not need to provide protection units for your diplomats, they are provided for free. You do not need to pay to renew talks. Other parties still do.
Expansionists: Settlements, both from war and exploration provide and extra 10 Gs per turn.
Adventurous:. A sense of adventure is a great thing for you people to have. Especially when it serves you. Chance of finding resources during an 'Expedition' is increased to 50%. Both other outcomes are reduced to 25% each.
Disciplined: Your forces will never retreat and inflict extra damage during the ending phases of combat. (This is accounted for in combat calculations.)
Guerillas:
"Guerillas never win wars, but their adversaries often lose them." Lose 5 Status if you ever declare war, but always receive a 'Sabotage' combat bonus.
Economy and Wealth Traits
Explotationists: When using open trade routes you receive extra Gs at the expense of your trade partner.
Mercantile: Once every 5 turns you can force a private trade route on any other player regardless of their position to you, at a 1Ppoint cost.
Information Trader: Have a chance to gather intel on another player when trading with them. This will provide valuable to sell for profit or use in an ensuing war.
Slavers: All profit is made off the back of someone, they may as well be broken backs. Start the game with -30 status. Every expenditure is lessened by 10%
Abolitionists: All were created from the same sand and deserve to be treated as such. Start with +30 Status. Rebels in 'Slaver' nations have a chance of joining you.
Deal Broker: Everytime a trade route is opened and you're not involved you have 20% of making an instant 50 Cs profit
Laissez Faire: Sometimes, the best thing to do is nothing at all. Cannot use 'Centralisation' but 'Capitalist Venture' profit margin increases from 1-3 to 2-3.5
Communal Nation: Equality for all; in theory. Cannot use 'Capitalist Venture' but 'Centralisation' awards 150 Cs instead of 120Cs
Protectionism: Cannot partake in Open Trade Routes but is allowed an extra Private Trade Route.
Distributism: "As many of the people as possible to become owners." Cannot partake in Private Trade Routes but Open trade routes give you a Status increase between 10 and 30 when they are established.
Magic&Religion
Tech Specialists: The harder you look for something, the more likely you are to find it. A 5% increased chance of discovering 'A Great Advancement' when investing in Magiteck.
Eureka!: Discovery is often a profitable venture. Any Great Advancement can be exchanged for 500Gs or -an extra 15 Status instead of the asscociated bonus.
Zealots: Perfection is simply a matter of belief. You're people are among the happiest in Enduwin. Any action that would reduce status now reduces 40% less.
Augmenters: Having escaped or some-what escaped their biological shackles through clever magical manipulation,your people are now resilient against threats which would prove fatalistic to others. (I shouldn't say this because it's a giveaway but it precludes you from certain damages if a random even were to inflict them)
Religious Capital: Any other player can send you 100Gs to increase their own Status by 5
Self-Promotion: Every turn carries a 10% chance of giving you an extra 2 Status
Pinnacle: Reaching your apex is a monumental achievement, just don't let it lead to stagnation. Start the game with 40 Status but every gain in Status gas a 40% chance of not occurring.
Commercialism: Profit is to be made everywhere; even in
religion. Beloved Preachers cost 300 Gs instead of 250 but provide 20 Status instead of 15.
Nation Sheet~
Nation Name:
Location:
Constituent Species:
Nation History:
Nation Mentality:
Military Information:
Economic Information:
Magic&Religion Information:
Traits:
Starting Stats:
Gs: 1000
Nation Leader: 1
Generals: 3
Champions: 5
Heavy Cavalry: 10
Halberdmen: 10
Heavy infantry: 10
Pikemen: 20
Battlemages: 20
Light Cavalry: 20
Mounted Archers: 20
Archers: 30
Spearmen: 30
Spellswords: 40
Infantry: 50
War Agreements:
Economic Pacts:
Alliances:
Great Advancements:
Beloved Preachers:
War Heroes:
Status:
Settlements:
Open Trade Routes:
Private Trade Routes:
Current Fixed Income: 100Gs of Tax
How Does Combat Work?
There are seven levels of victory; Draw, Marginal, Narrow, Decent, Good, Clear and Dominating.
When war is declared, three Key Strategic Locations will appear on the map in the nation's settlements. The aggressor may only attack the Capital, and thus destroy, another civilization if all three are captured. The defender must only defend these three until a) the aggressor falls backs/surrenders or b) 12 turns have passed since the declaration of war, resulting in an automatic retreat by the aggressor. If unsucceful, the aggressor must declare war again, and three more Key Strategic Locations will need to be captured. The defender, may also declare war on their aggressor. In this case both(or more) nations will recieve KSL's. The turn limit is also removed in this case of all out war, mutual war.
In the event of wiping out another nation, a player will recive 66% of their status and 50% of their Zone of Influence.
NOTE: A combat system is featured in the Straite and when I get around to adjusting it for Enduwin I will.
Combat System
Keep in mind it's still a WIP like this whole thing.
It must be file hosted because of the inclusion of tables.
Last edited by Darkmatter; 01-17-2013 at 08:52 AM.
Why do you ask what, when the delicious question is when?
Declaring war seems extremely counter-productive for the benefits it provides...
Is the -100 Status from declaring war in addition to the -5 from Guerrilla?
Still gonna go with my warmongers.
Zeratul: Though we strike at you from the shadows, do not think that we lack the courage to stand in the light.
Reserved for NS
"Out of every one hundred men, ten shouldn't even be there, eighty are just targets, nine are the real fighters, and we are lucky to have them, for they make the battle. Ah, but the one, one is a warrior, and he will bring the others back." - Heraclitus
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Discussing the game engine with Tatsua and Serp.
Anybody else with suggestions is more than welcome.
Why do you ask what, when the delicious question is when?
Hmm, no slavery related traits?
- - - Updated - - -
Also I have a god I would like to add for my nation please.
Since it is basically the center piece of my whole faction.
^^Credited to Silux, the Mighty God Emperor!!^^
“Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”